OpenGL Detect clicking on object inside another object - c++

I am pretty new to openGL programming and I encountered a problem I just need some advice on. Basically I have a button which has a simple function to just print something out on the console when it is clicked and that works fine on its own. However I also have a rectangle which I use as mini window or a container to hold buttons.
The problem I have is when the button is on top of the rectangle, the clicking functions for that button isn't detected, instead the clicking functions for the rectangle which is printing a message on the console saying the rectangle was clicked, is detected. On the other hand, if I drag the rectangle away and just leave the button on its own on the window, the clicking functions will work for the button.
Is there any advice you guys can give me or tell me what to research to aid me with detecting the button click while my button is inside of the rectangle? by the way I am not using Glut on my project.

A good start would be, if you told us, how you're actually getting the user input and how you're processing it. Whatever you do, it got nothing to do with OpenGL though, because OpenGL doesn't deal with user input and OpenGL doesn't deal with scene management.
OpenGL draws things. One point, line or triangle at a time. After it pushed some pixels to the framebuffer canvas it forgets about what it just did. There's no scene in OpenGL. There are no models in OpenGL. So whatever you do, it's using something else.

Related

Keep Wingdi graphics permanent

I am making a C++ console application with lots of wingdi graphics mainly revolving around Rectangle() and FillRect() but as it is wingdi, the graphics are not permanent. The graphics get reset when i minimize the console, enlarge it, scroll down and whatsoever. I've seen in some threads that there is no predefined solution so you have to make one of your own.
One thing i tried, was drawing the rectangle once and then attaching a thread with infinite loop that checks the first pixel of rectangle in every iteration, if it's color is black, it draws whole rectangle again. As silly as it sounds, that's all i could think of. I know it's utterly inefficient. Is there any other solution for this?
Although you've been able to use GDI to draw on your application's console window (presumably by calling GetConsoleWindow and then GetDC), it isn't really designed for that. The system has code for the console window that tries to redraw the window itself whenever it needs to update. It's not aware of anything your program does through GDI, so it has no way to preserve that.
If you just need to draw colorful rectangles on a console window, you can do those kinds of things with the Console API. You can set the text colors as needed and draw blocks of spaces or block characters.
If you want to do more general graphics, your program will have to create a (non-console) window, and then you can draw whatever you want whenever your window receives a WM_PAINT message.

Producing buttons with Direct2D and DirectWrite (C++, DirectX)

I've been looking around for awhile about how to produce buttons using Direct2D and DirectWrite with no luck. I'm comfortable with shapes, text and that jazz. However, it suddenly occurred to me I might be looking about it in the wrong way.
Take the sentence:
you draw your controls and content for your app using the Direct2D and
DirectWrite APIs, handling all the input events directly.
I'm now thinking this means that instead of being able to quickly produce a fully functional button as I would using XAML. I would draw the button, manually check the location of the mouse on click, whether it's within the button boundaries and then handle the event? Similar method for hovering without the click.
Is this the kind of method required when using Direct2D and DirectWrite?
I haven't any experience with DirectX, but in OpenGL I build my buttons from scratch. Assuming you have animated sprites implemented, your buttons are essentially sprites that play certain animations in response to being clicked, hovered over, etc., and which you can register callbacks with. In my 2D engine, I have a class called UiButton, which inherits Sprite, and listens for various UI events. It gets more complicated when you want to handle keyboard navigation (arrow keys + enter to select) as you have to think about how the buttons are connected and which of them has focus at any given moment.
Here is my implementation for reference:
Headers: https://github.com/RobJinman/dodge/tree/master/Dodge/include/dodge/ui
Source: https://github.com/RobJinman/dodge/tree/master/Dodge/src/ui
If you're not prepared to roll your own, Googling "direct2d gui framework" seems to bring up some promising results.
Sorry I can't be of more help.
Yes, to draw a UI Button with Direct2D, you need to handle everything yourself, why? Direct2D is a 2D graphics API, not controls library. you need to draw the layout of your button, and handle the message of your button(such as click, mouse hover...), you lost lots of convenient and that's time-consuming, but the most important thing is: you can control it by yourself!
Direct2D is a graphics library. UI controls like, Text-selection, Textbox, and Buttons is not a part of it. However the benefits of using Direct2D and DirectWrite is we can implement our own UI controls, and having a full control of it.
Please also see: ID2D1Geometry::FillsContainsPoint() for hit-testing task.

How to efficiently render double buffered window without any tearing effect?

I want to create my own tiny windowless GUI system, for that I am using GDI+. I cannot post code here because it got huge(c++) but bellow is the main steps I am following...
Create a bitmap of size equal to the application window.
For all mouse and keyboard events update the custom control states (eg. if mouse is currently held over a particular control e.t.c.)
For WM_PAINT event paint the background to offscreen bitmap and then paint all the updated controls on top of it and finally copy entire offscreen image to the front buffer via Graphics::DrawImage(..) call.
For WM_SIZE/WM_SIZING delete the previous offscreen bitmap and create another one with new window size.
Also there are some checks to prevent repeated drawing of controls i.e. controls are drawn only when it needs repainting in other words when the state of a control is changed only then it is painted e.t.c.
The system is working fine but only with one exception...when window is being resizing something sort of tearing effect appears. Now what I mean by tearing effect I shall try to explain ...
On the sizing edge/border there is a flickering gap as I drag the border.It is as if my DrawImage() function returns immediately and while one swap operation is half done another image drawing starts up.
Now you may think that it is common artifact that happens in many other application for the fact that resizing backbuffer is not always as fast as resizing window are but in other applications I noticed in other applications that although there is a leg between window size and client area size as window grows in size nothing flickers near the edge (its usually just white background that shows up as thin uniform strips along the border).
Also the dynamic controls which move with window resize acts jerky during sizing.
At first it seemed to me that using a constant fullscreen size offscreen surface could minimize the artifact but when I tried it results are not that satisfactory. I also tried to call Sleep() during sizing so that the flipping is done completely before another flip starts but strangely even that won't worked for me!
I have heard that GDI on vista is not hardware accelerated, could that might be the problem?
Also I wonder how frameworks such as Qt renders windowless GUI so smoothly, even if you size a complex Qt GUI window very fast negligibly little artifact appears. As far as I know Qt can use opengl for GUI rendering but that is second option.
If I use directx then real time resizing is even harder, opengl on the other hand seems to be nice for resizing without any problem but I will loose all the 2d drawing capability of GDI+.
If any of you have done anything like this before please guide me. Also if you have any pointer that I should consider for custom user interface design then provide me the links.
Thanks!
I always wished to design interfaces like windows media player 11 but can someone tell me that there is a straight forward solution for a c++ programmer (I want to know how rather than use some existing framework etc.)? Subclassing, owner drawing, custom drawing nothing seems to give you such level of control, I dont know a way to draw semitransparent control with common controls, so I think this question deserves some special attention . Thanks again.
Could it be a WM_ERASEBKGND message that's causing it?
see this question: GDI+ double buffering in C++
Also, if you need fast response from your GUI I would advise against GDI+.

Strange winAPI behaviour

I have sub classed a tab control to give it a background. I have used the clipping functions to clip the drawing area to the update region. This works, except for when I move the window of the screen and back again.
When it does this, it occasionally sets the clipping region to the whole screen. This is fine except that none of the controls redraw and end up hidden behind the background. How do I know whether or not to redraw the background when I get this update region. It would be 100x easier to develop this if I saw the source code for the tab control, but that isn't going to happen.
All help or suggestions welcome, but I really do need a straight-forward answer.
By "clipping region" I assume you mean the area that has to be redrawn that windows passes to you.
Try this: The paint message handler should bitblit the area of the background image that corresponds to the part of the window that needs to be refreshed (so you don't draw over things that don't need updating). Then let the base class handle the rest.
If it's setting the repaint region to the entire window the tab control code should redraw everything after you've painted the background.
Having code to look at would help

Custom draw button using uxtheme.dll

I have implemented my custom button inheriting from CButton and drawing it by using uxtheme.dll (DrawThemeBackground with BP_PUSHBUTTON).
Everything works fine but I have two statuses (Normal and Pressed) which Hot status is the same. It means when the user places the cursor over the button it is drawn alike regardless the button status (Pressed or not).
This is a bit confusing to the user and I would like to change the way the button is drawn in Pressed & Hot status. Does anybody know a way?
I have also thought about custumizing the whole drawing but the buttons use gradients, borders, shadows, etc. So it is not easy to achive the same look&feel drawing everything by myself. Is there a way to find the source code of the dll or know how to do it?
Thanks in advance.
Javier
Note: I think I could be able to achive what I want to do by using CMFCButton and overriding the OnDraw method. Let the control draw the button on OnDrawBorder and then drawing the inside button myself. But I need to know how the control draws the inside button when pressed. It is a gradient and I can't guess how it's done. Does anybody have a clue?
In answer to your second question, if you derive from CMFCButton instead of CButton you can override OnDraw() or OnDrawText() instead of the usual DrawItem(). That way the default button background will be drawn, and then your drawing code is executed.
The only way I know of to really tackle this is to use 'custom draw', rather than 'owner draw'. Custom draw came in with Windows 2000, but is only used by button controls with comctrl32 6.0 (so Windows XP onwards), isn't very clearly documented, and isn't something MFC goes out of its way to support.
Anyway, the good thing about custom draw is that it lets you hook in at various points in the drawing process, unlike owner draw, which makes you deal with the whole thing. Have a look in MSDN at the NM_CUSTOMDRAW notification message.
For the other part of your problem, detecting the 'hot' state, the easiest way to do this is to use WM_MOUSEMOVE messages and the TrackMouseEvent() function to track whether the mouse is over your button.
Unfortunately this is a bit of a vague answer: the amount of code you need to demonstrate a button that uses custom draw is a bit too much to type into these answer boxes! I do have a project that demonstrates such techniques, using a custom draw button (falling back to owner draw on older Windows versions) that adds a little arrow to the button. You can have a look at the source code by getting
Windows_UI_source.zip
Open it and have a look at the "DropArrowButton" class. The important bit is the OnCustomDraw() handler and its helper function DrawControl(): these get called at the various button drawing phases, and use UxTheme to draw the control appropriately.
I finally figured out how to achive what I want to do. It's pretty easy indeed.
I use two calls to DrawThemeBackground. The first one with PBS_PRESSED and the second one with state PBS_HOT. Then I make a ExcludeClipRect to avoid from drawing over the center of the button.
Something like this:
DrawThemeBackground( hTheme,
pCustomDraw->hdc,
BP_PUSHBUTTON,
PBS_PRESSED,
&pCustomDraw->rc,
NULL);
CDC *pDC = CDC::FromHandle(pCustomDraw->hdc);
CRect rectClient;
GetClientRect(rectClient);
CRect rectInternal = rectClient;
rectInternal.DeflateRect(4,4);
pDC->SelectClipRgn(NULL);
pDC->ExcludeClipRect(&rectInternal);
DrawThemeBackground( hTheme,
pCustomDraw->hdc,
BP_PUSHBUTTON,
PBS_HOT,
&pCustomDraw->rc,
NULL);
pDC->SelectClipRgn(NULL);
Of course this is not the whole code but I think is enough to make my point.
Thanks.